Imperial Multiplayer Era - version 0.17 released
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OK. I like the name Fey too.Temuchin Khan wrote:Never mind. Since making that post, I've noticed that in the latest version of the imperial era, the line is "Fey -> Seeress -> Galdra", which is much better than what I suggested in my previous post. Stick with "Fey"!
Sounds good. It's not a big deal, since I've already written descriptions - I just don't know if they accurately reflect Marauder society. And more info would be good for campaigns, etc.Temuchin Khan wrote:I'm not sure. I'll have to do a bit more research on this.
So, nemidians get spathas? Right now they have 'scimitars', which always seemed out of place to me.Temuchin Khan wrote:If I remember rightly, the spatha was primarily issued to cavalrymen, so the Nemidians should probably be equipped with a spatha. As for the light infantrymen, I suspect that, being infantrymen, they would have been issued a gladius rather than a spatha.
This wiki page says that "Originally the Spatha was worn by cavalry officers and auxiliaries in the later Roman armies", so auxiliaries might should get spathas as well. I dunno.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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BTW, as you might have read I'm going to be gone for two weeks... I probably won't make any posts until the 25th or 26th. Ranger M has commit privileges, as does Disto, so development won't cease completely... hopefully you get some balancing done while I'm gone.
oreb - the chest is for Wesnoth History, and the ? is a placeholder for a future campaign.
up to speed.... well, there are some new Marauder units (Fay line and the levels 2 and 3 of Boatsman line), and hopefully that's all the new units needed for the the three primary factions (lavinians, marauders, sidhe). Right now we want to balance those three against each other and then release 1.0.
oreb - the chest is for Wesnoth History, and the ? is a placeholder for a future campaign.
up to speed.... well, there are some new Marauder units (Fay line and the levels 2 and 3 of Boatsman line), and hopefully that's all the new units needed for the the three primary factions (lavinians, marauders, sidhe). Right now we want to balance those three against each other and then release 1.0.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
- Temuchin Khan
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In the last centuries of the Western Roman Empire's existence, her armies did not much resemble the Roman armies of the classical age. They had very large contingents of German mercenaries, including German cavalrymen. Even many of the generals were German. I vote for giving the spatha to the Nemidians, but keeping the gladius as the weapon of the auxiliaries.turin wrote:This wiki page says that "Originally the Spatha was worn by cavalry officers and auxiliaries in the later Roman armies", so auxiliaries might should get spathas as well. I dunno.
Here's one thing that seems odd: in 0.13, the Imperial Era has been split into two branches. All the factions (except the Aragwaithi, I think) have apparantly been included with the download, and it would seem that one branch is meant for balancing the main factions while the other is meant for using all the factions, but when I play either of the branches, only the Lavinians, Marauders, and Sidhe are available and not other factions.turin wrote:Ranger M has commit privileges, as does Disto, so development won't cease completely
Am I missing something?
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Yes, one should be the balanced/being balanced era, with the Lavinians, maurauders and sidhe (for now, others get added once balance between them has been worked out, and then they get balanced, etc) and the other should contain all of the factions. So both being the balanced era doesn't make sense, I'll download the IE from the server and check it out.Temuchin Khan wrote:Here's one thing that seems odd: in 0.13, the Imperial Era has been split into two branches. All the factions (except the Aragwaithi, I think) have apparantly been included with the download, and it would seem that one branch is meant for balancing the main factions while the other is meant for using all the factions, but when I play either of the branches, only the Lavinians, Marauders, and Sidhe are available and not other factions.turin wrote:Ranger M has commit privileges, as does Disto, so development won't cease completely
Am I missing something?
After playing I.E again, I have some problems
1. The Marauder Tub Units, when on water they're in their tubs, when on land walking, but when they go from land to water, they walk on water
2. I belived it has been discussed that no archer will be better or as great as the Wild Elves, the Lavinian Siege Archer is better than the elves at lv 1 with 6-4 (change to 5-4) and the level 2 and 3 should be changed according to the level 1.
3. SIdhe Ancestors still seem to have those advancement bugs, and no one (except me) has tried fixing them.
1. The Marauder Tub Units, when on water they're in their tubs, when on land walking, but when they go from land to water, they walk on water

2. I belived it has been discussed that no archer will be better or as great as the Wild Elves, the Lavinian Siege Archer is better than the elves at lv 1 with 6-4 (change to 5-4) and the level 2 and 3 should be changed according to the level 1.
3. SIdhe Ancestors still seem to have those advancement bugs, and no one (except me) has tried fixing them.
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I think this is a game bug, not my fault. I#ll look into it uOreb wrote:After playing I.E again, I have some problems
1. The Marauder Tub Units, when on water they're in their tubs, when on land walking, but when they go from land to water, they walk on water![]()
Fine. Should it go to 16 gold, then?Oreb wrote:e="Oreb"]2. I belived it has been discussed that no archer will be better or as great as the Wild Elves, the Lavinian Siege Archer is better than the elves at lv 1 with 6-4 (change to 5-4) and the level 2 and 3 should be changed according to the level 1.
I can be stupid too! Thus, I hate myself. 
(I'm turin on vacation)

(I'm turin on vacation)
I made a Typo it should be Elves<X> Pillager wrote:I think this is a game bug, not my fault. I#ll look into it uOreb wrote:After playing I.E again, I have some problems
1. The Marauder Tub Units, when on water they're in their tubs, when on land walking, but when they go from land to water, they walk on water
Fine. Should it go to 16 gold, then?Oreb wrote:e="Oreb"]2. I belived it has been discussed that no archer will be better or as great as the Wild Elves, the Lavinian Siege Archer is better than the elves at lv 1 with 6-4 (change to 5-4) and the level 2 and 3 should be changed according to the level 1.

If you mean 16 gold by reducing the damage therefore lowering the cost than yes
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Sicne the wild elf Windrunner is supposed to be the finet spearman in the land, I decided to make the level 3 only have the marksman ability.
Also, the Ancestor advancement has been fixed, either or its own or by someone
Also, the Ancestor advancement has been fixed, either or its own or by someone
I am Oreb, Lord of the Darthien
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